Hi glad I got a chance to play this game. Here are some art related notes!
- Double check your colliders, the art and colliders for a few of the prefabs you've scattered feel a little off.
- Think about the relative scale of objects in your world. The dock has visible wood grain while the driftwood it sits along side is smaller than the plastic bottles. If its a design decision make sure you are applying similar macro textures and patterns to other objects in the scene. Try to paint your world with a consistent bush and eye.
-The UI is communicating information clearly but the trash amount might not be enough on its own to signal to a player when they are full, consider adding a sound cue or better yet animation to help reinforce this crucial information to the player
-A little animation goes a long way! Consider allowing the trash to move and float around, or a particle effect to add a little pop to the pickup action. Anyway you can reinforce to the player that they just did something in the game will improve game feel, and legibility in the game so consider using any avenue available.
- Reconsider why you are making the player back track to the pier when the boat is full. Could there be some risk reward that makes a trip back where you aren't actively cleaning more worthwhile. (risk : the boat is too heavy and starts to sink/ reward: the upgrades can only be purchased on shore.
Keep up the great work!